%M J.IWC.21.1/2.1 %T Special issue on enactive interfaces %E Raymaekers, Chris %J Interacting with Computers %D 2009 %V 21 %N 1/2 %P 1-2 %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2008.10.010 %Y 1. Introduction 1.1. User interaction 1.2. Interacting through computers 2. This Issue's Contents 2.1. Gesture input 2.2. Haptic feedback 2.3. Multimodal interaction %M J.IWC.21.1/2.3 %T Toward natural interaction through visual recognition of body gestures in real-time %A Varona, Javier %A Jaume-i-Capó, Antoni %A Gonzàlez, Jordi %A Perales, Francisco J. %J Interacting with Computers %D 2009 %V 21 %N 1/2 %P 3-10 %K Enactive interfaces; Human-computer interaction; Vision-based interfaces %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2008.10.001 %Y 1. Introduction 2. Obtaining user motions 2.1. Visual cues 2.2. User's body model and adjustment 2.3. Performance evaluation 3. Recognizing motions 4. A case study: videogame control through body gestures 5. Conclusions %X In most of the existing human-computer interfaces, enactive knowledge as new natural interaction paradigm has not been fully exploited yet. Recent technological advances have created the possibility to enhance naturally and significantly the interface perception by means of visual inputs, the so-called Vision-Based Interfaces (VBI). In the present paper, we explore the recovery of the user's body posture by means of combining robust computer vision techniques and a well known inverse kinematics algorithm in real-time. Specifically, we focus on recognizing the user's motions with a particular mean, that is, a body gesture. Defining an appropriate representation of the user's body posture based on a temporal parameterization, we apply non-parametric techniques to learn and recognize the user's body gestures. This scheme of recognition has been applied to control a computer videogame in real-time to show the viability of the presented approach. %M J.IWC.21.1/2.11 %T On scaling strategies for the full-body postural control of virtual mannequins %A Boulic, Ronan %A Maupu, Damien %A Thalmann, Daniel %J Interacting with Computers %D 2009 %V 21 %N 1/2 %P 11-25 %K Full-body movement; Full-body interaction; Posture; Reaching; Scaling; Virtual mannequins %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2008.10.002 %Y 1. Introduction 2. Related work 2.1. Full-body interactions 2.2. Reach performance 3. Context of the study 3.1. Rationale for the choice of avatar control strategies 3.1.1. Visuocentric strategy (B): scaling the sensor data 3.1.2. Egocentric strategy: scaling the virtual environment 3.1.3. Visual equivalence and difference of the scaling strategies 3.2. First-person viewpoint vs third-person viewpoint 3.3. Common aspects of the three strategies with a third-person viewpoint 4. Tested hypothesis 5. Materials and methods 5.1. Participants 5.2. Apparatus 5.2.1. Full-body motion capture 5.2.2. Avatars 5.2.3. Virtual environment used for the reaching tasks 5.2.4. Immersive display and projection 5.3. Procedure 5.3.1. General organization 5.3.2. Experimental design 6. Results 6.1. Outlier detection 6.2. Viewpoint factor 6.3. Controlled entity and reaching difficulty factors 6.3.1. Comparison of absolute reach durations 6.3.2. Reaching duration normalization 6.3.3. Comparison of normalized reaching characteristics 6.4. Scaling strategy factor 6.4.1. Comparison of absolute reaching durations 6.4.2. Comparison of normalized reaching characteristics 7. Discussion and conclusion 7.1. Viewpoint type 7.2. Overview of the results obtained with the baseline modality 7.3. Same-height avatar control 7.4. Differing-height avatar control 7.5. Conclusion %X Due to its intrinsic complexity, full-body postural input has been mostly limited to off-line motion capture and to on-line puppetry of a virtual character with little interaction with its environment (e.g. floor). The motion capture technology is now mature enough to envision the on-line full-body postural control of virtual mannequins involved in precise reaching tasks. We have investigated such tasks for mannequins of differing body heights in comparison to that of the system user. Such broad-range avatar control is relevant for virtual prototyping in various industrial sectors as a single person is responsible for evaluating a virtual prototype for a full range of potential end-users. In the present paper we report on two scaling strategies that can be enforced in such a context of height-differing avatar control. Both scaling strategies have been evaluated in a wide-range reach study both in front of a stationary immersive display and with an HMD. A comparison is also made with a baseline scenario, which exploits a simple rigid shape (i.e. a proxy), to assess the specific influence of controlling a complex articulated avatar. %M J.IWC.21.1/2.26 %T Integrating tactile and force feedback for highly dynamic tasks: Technological, experimental and epistemological aspects %A Khatchatourov, Armen %A Castet, Julien %A Florens, Jean-Loup %A Luciani, Annie %A Lenay, Charles %J Interacting with Computers %D 2009 %V 21 %N 1/2 %P 26-37 %K Haptic; Force feedback; Kinesthetic feedback; Tactile; Braille; Virtual environments; Enaction; Closed-loop interaction; Real-time synchronised architecture %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2008.10.013 %Y 1. Introduction 1.1. Technological challenges 1.2. Haptic perception studies and haptic interfaces 1.3. Theoretical and methodological aspects 1.4. Research questions 1.4.1. The role of spatial information 1.4.2. The role of the deformability of the exploratory body 2. Previous work on tactile and force feedback integration 3. Technological development 3.1. Computer models of the simulated virtual objects 3.1.1. Computer model 1 (CM1) 3.1.2. Computer model 2 (CM2) 3.1.3. Computer model 3 (CM3) 3.1.4. Computer model 0 (CM0, also referred to as FFD-only) 3.1.5. Deformation effect common to the models 3.2. Computer architecture 4. Experiment 4.1. Experimental design 4.1.1. Task 4.1.2. Conditions 4.1.3. Procedure 4.2. Experimental results 5. Discussion 5.1. Discussion of the experimental results 5.1.1. FFD-only (CM0) vs. CM1 and CM3 5.1.2. CM2 condition 5.1.3. CM1 vs. CM3 5.1.4. Issue of learning 5.1.5. Role of the spatial information and role of the deformability of the exploratory body (or virtual fingertip) 5.1.6. Conclusion on experimental results 5.2. Some open epistemological issues 6. Conclusion %X For hand-object interaction in real situations the interplay between the local tactile interaction and force interaction seems to be very important. In current haptic interfaces, however, two different trends are present: force feedback devices which offer a permanent invariable grip and a resultant force, and tactile devices, which offer variable local patterns, often used for texture rendering. The purpose of the present work is to combine the two types of devices in a coherent manner. In the new device presented here, the tactile stimulation is obtained from strictly the same interaction loop, and obeys to the same physical model, as the force feedback, providing the information on the spatial distribution of forces circulating between the object and the fingertip. An experiment on following sharp edges of virtual object comparing the force feedback alone and different tactile augmentations is presented and discussed, alone with some open epistemological issues. %M J.IWC.21.1/2.38 %T Tactile sensory substitution: Models for enaction in HCI %A Visell, Yon %J Interacting with Computers %D 2009 %V 21 %N 1/2 %P 38-53 %K Enaction; Tactile display; Sensory substitution; Enactive interfaces %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2008.08.004 %Y 1. Introduction 1.1. Tactile feedback in enactive interfaces 1.2. Sensory substitution 1.2.1. Relevance to human computer interaction 1.2.2. Systems for sensory substitution 1.2.3. Definitions 1.2.3.1. Operational definitions 1.2.3.2. Functional characterizations 1.2.3.3. Perceptual claims 1.3. Tactile sensory substitution 1.3.1. Tactile vision sensory substitution 2. Tactile display design 2.1. Advantages of tactile feedback 2.2. Human tactile sensation 2.3. Tactile display methods 2.3.1. Vibrotactile stimulation 2.3.2. Electrotactile stimulation 2.3.3. Selective electrostimulation of tactile mechanoreceptors 2.3.4. The Tongue Display Unit system 3. Electronic sensing for sensory substitution 3.1. Example: electrotactile displays for vestibular disorders and proprioception 4. Coupling sensing to actuation 4.1. Information coding in sensory substitution 4.1.1. Tactile display encodings 4.2. Evaluating coupling methods 5. Perspectives and conceptual models 5.1. Sensory assistance 5.1.0.1. Example: the Optacon 5.1.0.2. Example: the Tactaid 5.1.1. Sensory substitution as rehabilitation 5.2. TSS as the display of hidden features of an environment 5.2.1. Vibrotactile (VT) feedback in teleoperation or VR 5.2.1.1. Example 5.3. Cross-modal plasticity 5.3.1. Corrolaries to plasticity 5.4. Distal perception 5.5. Sensorimotor behavior and externalization 5.5.1. Cognitive information in externalization 5.6. Sensory substitution as sensorimotor augmentation 6. Evaluation, caveats, and open questions 6.1. Substitution -- no substitute 6.2. From tactile sensory substitution to enactive interfaces %X To apply enactive principles within human-computer interaction poses interesting challenges to the way that we design and evaluate interfaces, particularly those that possess a strong sensorimotor character. This article surveys the field of tactile sensory substitution, an area of science and engineering that lies at the intersection of such research domains as neuroscience, haptics, and sensory prosthetics. It is argued that this area of research is of high relevance to the design and understanding of enactive interfaces that make use of touch, and is also a fertile arena for revealing fundamental issues at stake in the design and implementation of enactive interfaces, ranging from engineering, to human sensory physiology, and the function and plasticity of perception. A survey of these questions is provided, alongside a range of current and historical examples. %M J.IWC.21.1/2.54 %T A run-time programmable simulator to enable multi-modal interaction with rigid-body systems %A Sinclair, Stephen %A Wanderley, Marcelo M. %J Interacting with Computers %D 2009 %V 21 %N 1/2 %P 54-63 %K Virtual reality; Haptics; Sound synthesis; Virtual instruments; Gesture; Interaction %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2008.10.012 %Y 1. Introduction 2. Overview of DIMPLE 2.1. Virtual instruments as a gesture mapping layer 3. Implementation 3.1. Concurrency model 3.2. Communication 3.3. Class organization 3.4. Message namespace 4. Examples 4.1. Coupled oscillation with the hinge constraint 4.2. MarbleBox 4.3. Control of spatialization 4.4. Use in HCI and perception tasks 5. Other interaction techniques 5.1. Scratching textures 5.2. Signal feedback 6. Evaluation 7. Conclusion %X This paper describes DIMPLE, a software application for haptic force-feedback controllers which allows easy creation of interactive rigid-body simulations. DIMPLE makes extensive use of an established standard for control-rate transmission of audio control commands, which can be used to drive many simultaneous parameters of a given audio/visual synthesis engine. Because it is used with a high-level, visual multimedia programming language, DIMPLE allows fast and uncomplicated development of responsive, haptically-enabled virtual environments useful for fast prototyping of applications in fields where lower level programming skills may not be widespread. Examples of specific scenes constructed using DIMPLE are given, with applications to perception, HCI research, music, and multimedia. A pilot evaluation study was performed comparing DIMPLE to another implementation of a specific scene, which showed comparable results between subjects' overall impressions of the simulation. %M J.IWC.21.1/2.64 %T Physicality and interaction %A Ramduny-Ellis, Devina %A Dix, Alan %A Gill, Steve %A Hare, Joanna %J Interacting with Computers %D 2009 %V 21 %N 1/2 %P 64-65 %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2008.10.003 %Y 1. Reviewer thanks %M J.IWC.21.1/2.66 %T What the body knows: Exploring the benefits of embodied metaphors in hybrid physical digital environments %A Antle, Alissa N. %A Corness, Greg %A Droumeva, Milena %J Interacting with Computers %D 2009 %V 21 %N 1/2 %P 66-75 %K Physical interaction; Embodied interaction; Metaphor; Augmented environments; Audio environments %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2008.10.005 %Y 1. Introduction 2. Related work 2.1. Interactive audio environments 2.2. Metaphor theory 2.2.1. Children and metaphor 2.3. Graphical user interface metaphors 2.4. Ubiquitous computing interface metaphors 3. Research design and methods 3.1. System design: The Sound Maker 3.1.1. System inspiration 3.1.2. Design criteria 3.1.3. The Sound Maker interactive audio environment 3.1.4. Interaction models 3.2. Hypotheses 3.3. Participants 3.4. Procedure 3.5. Measures 4. Results 4.1. Quantitative results 4.1.1. Hypothesis one: adult's and children's practice time 4.1.2. Hypothesis two: adults' and children's performance accuracy 4.1.3. Hypothesis three: adults' and children's verbal explanation accuracy 4.1.4. Hypothesis four: adults' performance versus verbal explanation accuracy 4.1.5. Hypothesis five: children's performance versus verbal explanation accuracy 4.1.6. Hypothesis six: adult's and children's experience ratings 4.2. Qualitative results 4.2.1. Discoverability 4.2.2. Structural isomorphism and perceivable feedback 4.2.3. Duplicity of mappings 5. Design implications 6. Conclusions %X A recent trend in ubiquitous computing is the development of new forms of interfaces, which rely on embodied interaction. We focus on the definition of embodiment that refers to the ways in which abstract concepts rely on metaphorical extensions of embodied schemata shaped by processes below the level of conscious awareness as explored by Lakoff and Johnson [Lakoff, G., Johnson, M., 1980. Metaphors We Live By. Chicago Press, Chicago, IL, USA]. Our inquiry focuses on understanding the role embodied metaphors may play in supporting people to understand the possibilities for physical interaction in augmented spaces. We explore this issue through the development and evaluation of an interactive audio environment. We instantiate metaphor theory by using embodied schemata as the basis for the interactional metaphor that relates full-body input actions to audio output responses. We demonstrate and explore the benefits of this approach through a comparative experiment in which adults and children learn to use our audio environment. The results from our experiment indicated that embodied metaphors improve usability however, other factors including discoverability, perceivability of feedback and duplicity of structural isomorphism may mediate these metaphor-based benefits. We have generalized our main findings as a set of suggestions for the design of embodied style interfaces that rely on physical interaction. %M J.IWC.21.1/2.76 %T Designing physical and social intergenerational family entertainment %A Khoo, Eng Tat %A Merritt, Tim %A Cheok, Adrian David %J Interacting with Computers %D 2009 %V 21 %N 1/2 %P 76-87 %K Mixed reality entertainment; Social computing; Family entertainment; Game play; User-centered design %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2008.10.009 %Y 1. Introduction 2. Related work 3. Design methodology 3.1. Problem identification 3.2. Problem exploration 3.3. Design goals 4. Design requirements 4.1. Resources and time constraints 4.2. User needs 4.3. Context of use 5. Design idea generation 6. Prototype iterations 7. Current system description 7.1. System architecture 7.2. Game play 8. User studies results 8.1. Enjoyment and playability study 8.2. Intergenerational player study 8.3. Focus group session with older players 8.4. Physical interface design issues 8.5. Physicality issues of the virtual and physical player roles 9. Conclusion %X Present computer games and digital entertainment do not usually facilitate intergenerational family interactions. According to recent survey results in Japan, there is a high percentage of older people who own and play electronic or computer games, but rarely do they play the games with their family members. It is a positive sign that more older people are participating in the digital games arena, but it would be even more beneficial if they could interact actively with the young family members through gaming activities. This could possibly strengthen family bonding and bridge the gap between older people and youth culture. This paper presents steps for designing an intergenerational family entertainment system which focuses on physical and social interactions using a mixed reality floor system. The main design goals include: facilitating interactions between users with varied levels of skill in utilizing technology, utilizing the familiar physical motions from other activities to make an intuitive physical interface, and encouraging social interactions among families and friends. Detailed implementation of these steps is presented in the design of our intergenerational entertainment system, Age Invaders. Four main prototype iterations for the system is presented. Our design process is based on User Centered Design and relies on constant involvement of users to understand the key issues and to help make effective design decisions. The results of the study help to focus the refinements of the existing platform from a usability standpoint and also aids in the development of new physical entertainment and interactive applications. This study provides insights into user issues including how users interact in a complex mixed reality experience, which is heavily based in physicality. The use of one portion of the user base which is most proficient with technology before involving the novice users was found to empower novice users to begin to use digital technology. %M J.IWC.21.1/2.88 %T Translating experience %A Treadaway, Cathy %J Interacting with Computers %D 2009 %V 21 %N 1/2 %P 88-94 %K Physicality; Hand use; Creativity; Art; Craft; Design %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2008.10.008 %Y 1. Introduction 1.1. Research methodology 2. Memory 2.1. Art practice informed by experience 2.2. Crafting and memory of physicality 2.3. Time 2.4. Craft and digital tools 2.5. Conveying emotion 3. Physical experience 3.1. Touch 4. Discussion %X This paper describes research investigating the significance of physical experience and materiality in creative digital visual art and design practice. Findings are presented from a recent phenomenological study, which indicates the ways in which memory of lived experience informs creative cognition and feeds the imagination. The importance of physical engagement with the world, through the senses, enables emotional expression to be made in artworks that can be perceived by both artist and audience. Digital creativity support tools have been found, in this research, to lack interfaces that facilitate the translation of these visual aesthetic qualities in the virtual representation. Hand use and the sense of touch stimulate novel ideas and enable practitioners to break from fixated thinking when working with digital design tools. Examples of artworks are presented that illustrate ways in which artists, working with digital technology, make use of physical experience to inform visual ideas and innovate design solutions. Case study research is described that illuminates the ways in which memory of physical bodily experience and the time related factors involved in making by hand are crucial within the creative process. Findings from this research are presented that reveal the importance of physical interaction with the world when working creatively with digital design tools. %M J.IWC.21.1/2.95 %T Of pages and paddles: Children's expectations and mistaken interactions with physical-digital tools %A Hornecker, Eva %A Dünser, Andreas %J Interacting with Computers %D 2009 %V 21 %N 1/2 %P 95-107 %K Physicality; Tangible; Affordance; Augmented book; Intuitive interaction; Hybrid tools %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2008.10.007 %Y 1. Motivation and background 2. An augmented book study 2.1. Background on the AR-jam study 2.2. The AR-Jam books 2.2.1. The Two Stories 2.2.2. Interaction with the augmented storybooks 2.3. Study design 2.3.1. Initial findings 2.3.2. Data re-analysis 3. Expectations of physical-analogue behaviour 3.1. Types of physical-analogue behaviours 3.1.1. Banging objects to crack eggs 3.1.2. Jumping on and over things 3.1.3. Letting objects slide down 3.1.4. Stacking paddles to build a tower 3.2. Conceptual analysis 3.2.1. Banging and bashing 3.2.2. 3D behaviours 3.2.3. Sliding behaviours -- waiting for gravity 3.2.4. Stacking behaviours 3.3. Variability across stories and children 3.3.1. Differences across stories 3.3.2. Differences between children 3.4. An unused option: the pages 4. Discussion 4.1. A design dilemma: improving intuitive use or playfulness? 4.2. Physical input and intuitive use 5. Conclusion %X An assumption behind new interface approaches that employ physical means of interaction is that these can leverage users' prior knowledge from the real world, making them intuitive or 'natural' to use. This paper presents a user study of Tangible Augmented Reality, which shows that physical input tools can invite a wide variety of interaction behaviours and raise unmatched expectations about how to interact. Children played with interactive sequences in an augmented book using physical paddles to control the main characters. Our analysis focuses on how knowledge and skills that children have from the physical world succeed or fail to apply in the interaction with this application. We found that children expected the digital augmentations to behave and react analogous to physical 3D objects, encouraged by the ability to act in 3D space and the (digital) visual feedback. The affordances of the paddles as physical interaction devices invited actions that the system could not detect or interpret. In effect, children often struggled to understand what it was in their actions that made the system react. %M J.IWC.21.1/2.108 %T The role of physical artefacts in agile software development: Two complementary perspectives %A Sharp, Helen %A Robinson, Hugh %A Petre, Marian %J Interacting with Computers %D 2009 %V 21 %N 1/2 %P 108-116 %K Cognitive dimensions; Ethnography; Software teams; Agile development; Empirical studies %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2008.10.006 %Y 1. Background 2. Data gathering and analysis 3. The role of story cards and the Wall 3.1. Story card and the Wall -- what do they look like? 3.2. Story card and the Wall -- how are they used? 4. Notational and social perspectives 4.1. Notational perspective 4.1.1. Closeness of mapping 4.1.2. Abstraction 4.1.3. Secondary notation 4.1.4. Consistency 4.1.5. Diffuseness 4.1.6. Error-proneness 4.1.7. Hidden dependencies 4.1.8. Role expressiveness 4.1.9. Hard mental operations 4.1.10. Progressive evaluation 4.1.11. Premature commitment 4.1.12. Provisionality 4.1.13. Viscosity 4.1.14. Visibility 4.1.15. Reflection on the CDs analysis 4.2. Social perspective 4.2.1. Story cards 4.2.2. The Wall 5. The significance of physicality 6. Conclusions %X Agile software development promotes feedback, discipline and close collaboration between all members of the development team, and de-emphasises documentation, 'big design up front' and hierarchical processes. Agile teams tend to be co-located and multi-disciplinary, and rely heavily on face-to-face communication and seemingly simple physical artefacts to support interaction. In this paper we focus on the functionality of two key physical artefacts -- the story card and the Wall -- which, individually and in combination, underpin the team's activity. These artefacts have two main roles -- one which enables a shared understanding of requirements and one which facilitates the development process itself. We consider these roles from two perspectives: a notational perspective and a social perspective. This discussion shows how the two perspectives -- the notational and the social -- intertwine and are mutually supportive. Any attempt to replace these physical artefacts with alternative support for an agile team needs to take account of both perspectives, and the complex relationships between them. %M J.IWC.21.1/2.117 %T Setting the stage -- Embodied and spatial dimensions in emerging programming practices %A Jonsson, Martin %A Tholander, Jakob %A Fernaeus, Ylva %J Interacting with Computers %D 2009 %V 21 %N 1/2 %P 117-124 %K Interaction design; Embodied interaction; Physical user interfaces; Embodied performance; Programming practice %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2008.10.004 %Y 1. Introduction 2. Embodied performance in computer programming 3. Three cases of programming for embodied performance 3.1. Designing for full body interaction 3.2. Programming for performance in large public spaces 3.3. Programming for performance with embodied interactive devices 4. Discussion 4.1. The role of physical space 4.2. Designing stages for embodied performance 4.3. Device-specific qualities of interaction 5. Conclusions %X In the design of interactive systems, developers sometimes need to engage in various ways of physical performance in order to communicate ideas and to test out properties of the system to be realised. External resources such as sketches, as well as bodily action, often play important parts in such processes, and several methods and tools that explicitly address such aspects of interaction design have recently been developed. This combined with the growing range of pervasive, ubiquitous, and tangible technologies add up to a complex web of physicality within the practice of designing interactive systems. We illustrate this dimension of systems development through three cases which in different ways address the design of systems where embodied performance is important. The first case shows how building a physical sport simulator emphasises a shift in activity between programming and debugging. The second case shows a build-once run-once scenario, where the fine-tuning and control of the run-time activity gets turned into an act of in situ performance by the programmers. The third example illustrates the explorative and experiential nature of programming and debugging systems for specialised and autonomous interaction devices. This multitude in approaches in existing programming settings reveals an expanded perspective of what practices of interaction design consist of, emphasising the interlinking between design, programming, and performance with the system that is being developed. %M J.IWC.21.1/2.125 %T Between 2: Tango as interactive design %A Helle, Kristin R. %A Hokanson, Brad %J Interacting with Computers %D 2009 %V 21 %N 1/2 %P 125-132 %K Interactivity; Tango; Dance; Culture; Engagement %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2008.11.002 %Y 1. Introduction 2. Sidebar 3. Background 4. Discussion: toward a cultural awareness of tango 4.1. The milonga 4.2. The tango allure 5. Sidebar: leading tango 6. Sidebar: following in tango 6.1. The spaces between 2 6.1.1. Interface/engage 6.1.2. Interact/enact 6.1.3. Invoke/evoke 7. Conclusion %X Drawing from interactive design theories and the authors' personal tango experiences in the Twin Cities and Buenos Aires, this paper critically examines tango dancing as a complex social world capable of revealing rich metadata about its physicality, spatiality, constituents, and underlying interactive processes that can be used to inform and invigorate designers' approach to digital interactivity. By exploring tango's physical and conceptual elements, parallels and connections with interactive design are identified, demonstrating how such explorations can inspire new perspectives on enhancing digital interactivity, while simultaneously refocusing our understanding of the dynamic, reciprocal relationship between digital worlds and the physical world we inhabit. %M J.IWC.21.1/2.133 %T Fundamentals of physiological computing %A Fairclough, Stephen H. %J Interacting with Computers %D 2009 %V 21 %N 1/2 %P 133-145 %K Physiological computing; Affective computing; Human factors; Psychophysiology; System adaptation; Intelligent systems %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2008.10.011 %Y 1. Introduction 1.1. Physiological computing as a means of providing user context 1.2. Applications of physiological computing 1.3. Biocybernetic adaptation 2. Fundamental issues 2.1. Psychophysiological inference 2.1.1. Mapping physiological measures to psychological states 2.1.2. The specificity of the psychophysiological inference 2.1.3. Implications for physiological computing 2.2. Psychophysiological validity 2.2.1. Validating psychophysiological states via exposure to media 2.2.2. Validating psychophysiological states with experimental tasks 2.2.3. Validating psychophysiological states using subjective measures 2.2.4. Validating psychophysiological states using observable behaviour 2.2.5. The challenge of psychophysiological validity 2.3. The representation of the user 2.3.1. The complexity of the user representation 2.3.2. Multimodal representation of the user 2.4. Awareness and interaction design 2.4.1. Self-awareness vs. the computerised representation of self 2.4.2. Perceptions of system error 2.4.3. Explicit and implicit system adaptation 2.5. The dynamics of the biocybernetic loop 2.5.1. The goals of the biocybernetic loop 2.5.2. Positive vs. negative control dynamics 2.6. Ethical issues 2.6.1. Privacy 2.6.2. The autonomy of the user 3. Conclusions 4. Executive summary 4.1. Introduction 4.2. Fundamental issues 4.2.1. Psychophysiological inference 4.2.2. Psychophysiological validity 4.2.3. Representation of the user 4.2.4. Awareness and interaction design 4.2.5. Dynamics of the biocybernetic loop 4.2.6. Ethical implications 4.3. Conclusions %X This review paper is concerned with the development of physiological computing systems that employ real-time measures of psychophysiology to communicate the psychological state of the user to an adaptive system. It is argued that physiological computing has enormous potential to innovate human-computer interaction by extending the communication bandwidth to enable the development of 'smart' technology. This paper focuses on six fundamental issues for physiological computing systems through a review and synthesis of existing literature, these are (1) the complexity of the psychophysiological inference, (2) validating the psychophysiological inference, (3) representing the psychological state of the user, (4) designing explicit and implicit system interventions, (5) defining the biocybernetic loop that controls system adaptation, and (6) ethical implications. The paper concludes that physiological computing provides opportunities to innovate HCI but complex methodological/conceptual issues must be fully tackled during the research and development phase if this nascent technology is to achieve its potential. %M J.IWC.21.1/2.146 %T The impact of self-efficacy, ease of use and usefulness on e-purchasing: An analysis of experienced e-shoppers %A Hernandez, Blanca %A Jimenez, Julio %A Martin, M. Jose %J Interacting with Computers %D 2009 %V 21 %N 1/2 %P 146-156 %K e-Commerce; Experienced e-shopper; Future repurchasing behaviour; Present e-purchasing behaviour; Perceived self-efficacy %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2008.11.001 %Y 1. Introduction 2. Theoretical framework and hypotheses 2.1. E-purchasing behaviour 2.2. Perceived usefulness and ease of use 2.3. Perceived self-efficacy and experience with the Internet 3. Analysis of the information 3.1. Methodology 3.2. Preliminary analyses 3.3. Confirmatory analysis 3.4. Structural analysis and results 4. Discussion 5. Conclusions, implications and limitations 5.1. Conclusions 5.2. Implications 5.3. Limitations and future research lines Appendix A. Scales employed Appendix B. Summary of relationships tested in previous studies in IT acceptance (1993-2008) %X The objective of the present research is to study the Internet purchasing behaviour of consumers who are experienced with the channel, employing a dual perspective for the analysis: (1) present e-purchasing behaviour and (2) future repurchasing behaviour measured through repurchasing intentions. On the basis of this approach, we attempt to understand the effect of perceived self-efficacy, ease of use and usefulness on both types of behaviour and the links between them. Furthermore, the research includes other variables related to Internet experience, extracted from models widely tested in the literature. These variables, namely, acceptance, frequency of use and satisfaction with the Internet, act as antecedents of e-purchasing behaviour and permit a deeper analysis of the consumer. The results obtained show that self-efficacy and usefulness are important perceptions in explaining the behaviour of experienced consumers, while ease of use does not have a significant influence. %M J.IWC.21.3.159 %T Older adults' perceptions and experiences of online social support %A Pfeil, Ulrike %A Zaphiris, Panayiotis %A Wilson, Stephanie %J Interacting with Computers %D 2009 %V 21 %N 3 %P 159-172 %K Older people; Online communities; CMC %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2008.12.001 %Y 1. Introduction 1.1. Motivation 1.2. Aim of the study 2. Literature review 2.1. Online support communities 2.2. Older adults and online/offline communication 3. Methodology 3.1. Interview sampling 3.2. Interview structure 3.3. Data analysis 4. Findings and discussion 4.1. Self-disclosure 4.1.1. Trust 4.1.2. Courage 4.1.3. Degree of self-disclosure 4.2. Deep support 4.2.1. Emotional support 4.2.2. Misunderstandings and misbehaviour 4.2.3. Advice 4.2.4. Similarity 4.3. Light support 4.3.1. Casual talk 4.3.2. Keep in contact 4.3.3. Humour and encouragement 4.4. Community building 4.4.1. Group feeling 4.4.2. Prejudice about online communities 4.4.3. Access to a high number of people 4.5. Information/Facts 4.5.1. Distribution of information 4.5.2. Validation of information 4.5.3. Information based on experience 4.6. Off topic 4.7. Technical issues 5. Conclusion 5.1. Summary of findings 5.1.1. Self disclosure 5.1.2. Deep support 5.1.3. Light support 5.1.4. Community building 5.1.5. Information/Facts 5.1.6. Off topic 5.1.7. Technical issues 5.2. Implications 5.2.1. Unique needs of older adults 5.2.2. Suggestions for design 5.3. Contribution %X This paper reports an investigation of older adults' needs and preferences concerning online social support. We focused our analysis on seven different aspects of online support: Self disclosure, Deep support, Light support, Community building, Information/Facts, Off topic, and Technical issues. For each aspect we were interested in how older adults perceive this aspect of support, what they think are the similarities and differences of this aspect of support in online settings vs offline settings, and what they perceive are the advantages and disadvantages of communicating this aspect of support online. We did this by conducting detailed interviews with three groups of older adults (31 people in total) with different levels of expertise in using the internet and online communication (older adults who do not use the internet, older adults who use only email, and older adults who participate in online support communities). Interviews were transcribed verbatim and analyzed. Our findings describe older adults' perception of different aspects of support and identify their motivation for turning to online support and the reasons for any reluctance to do so. Thus, our findings give insight into how online support communities could best be utilized to improve older people's experience with online support. %M J.IWC.21.3.173 %T Augmenting paper-based learning with mobile phones %A Chao, Po-Yao %A Chen, Gwo-Dong %J Interacting with Computers %D 2009 %V 21 %N 3 %P 173-185 %K Paper-based learning; Mobile learning; Line numbers %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.01.001 %Y 1. Introduction 2. Previous research 3. Linking among paper textbooks, mobile phones, and a learning community 3.1. Line numbers as a tool for representing information contents 3.2. Complementary use of mobile phones and paper textbooks 3.3. Sharing and acquiring learning support in an online learning community 4. System description 4.1. Use cases 4.2. Note-taking by extracting sentences as verbatim notes 4.3. Posting questions and receiving recommendatory messages 5. Evaluation 5.1. Study 1: comparative study 5.2. Results and findings of Study 1 5.2.1. Verbatim note-taking 5.2.2. Question resolving and recommendatory messages 5.2.3. Course tests and added use of line numbers 5.3. Study 2: case study 5.4. Results and findings of Study 2 5.4.1. Planning for learning 5.4.2. Management for learning 5.4.3. Adaptation of learning strategies to the augmented functions 6. Discussion 7. Conclusion %X Paper and traditional books have been serving as useful tools in supporting knowledge-intensive tasks and school learning. Although learning strategies such as selective verbatim note-taking or question-asking may foster intentional recall or resolve comprehension difficulties in paper-based learning practice, improvement in learning may depend on the opportunity and quality of which students apply note-taking, review notes, or enhance comprehension through questioning. This study aims to complement a paper textbook with a mobile phone and to treat the combination as a whole to facilitate verbatim note-taking, resolving comprehension questions, and receiving reading recommendations. The textbook paragraphs were augmented with line numbers to facilitate coordination between the mobile phone and the paper textbook. An eight-week comparative study was conducted to explore the use of two reading vehicles. The results and findings show that using a mobile phone to augment paper-based learning is technically feasible and seems to promote the application of verbatim note-taking and posting comprehension questions for discussion. However, the results of two course tests indicate that consequent learning improvement seemed inconsistent among the students. A six-week case study was also conducted to explore the implications of the augmented support to students' learning practice. The findings show that mobile phones as learning supportive tools to augment paper-based learning could support students' planning and management of learning strategies or activities. The portability of mobile phones and paper textbooks and the ubiquitous connection of paper-based learning with an online learning community may provide the flexibility in planning ahead for suitable learning strategies or activities and may enhance students' assessment for management of students' learning goals. %M J.IWC.21.3.186 %T The motivational and control structure underlying the acceptance of adaptive museum guides -- An empirical study %A Pianesi, Fabio %A Graziola, Ilenia %A Zancanaro, Massimo %A Goren-Bar, Dina %J Interacting with Computers %D 2009 %V 21 %N 3 %P 186-200 %K Technology acceptance; Adaptive guides; Intrinsic and extrinsic motivations; Utilitarian and hedonic systems %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.04.002 %Y 1. Introduction 2. Background 2.1. Technology acceptance 2.2. Extrinsic and intrinsic motivations 2.3. Path models 3. The research model 3.1. TAM's core 3.2. Intrinsic motivations and factors affecting them 3.3. Aspects of control 3.4. External variables 4. The study 4.1. The adaptive system 4.2. Measurement 4.3. Procedure and the sample 4.4. Data analysis 5. Discussion 6. Limitations 7. Conclusions Appendix A. Introductory remarks for subjects Appendix B. Instructions for subjects Appendix C. Testing the model C.1. Validation of the measurement model C.2. Assessment of the structural model %X Acceptance of adaptive museum guides raises important issues stemming from both the nature of the scenario (museum visit) and the very kind of technological approach adopted (adaptivity). As to the former, museum guides play a utilitarian role in a hedonic scenario; at present, however, it is not clear how this reflects on the balance between intrinsic and extrinsic motivations for guide acceptance. The adaptive nature of the guide, in turn, raises questions about the impact of the opaqueness of the system behavior, of the alleged loss of perceived control over the interaction, and the role of presentation personalization. All these issues are explored in this paper by means of a model derived from TAM and comprising both extrinsic and intrinsic motivational constructs. The results of a analysis of data from 115 subjects show that the motivational structure of the guide usage is mainly utilitarian, with intrinsic motivations playing a role insofar as they acquire an instrumental value. The impact of the control issues on acceptability is low and indirect, while the importance of the feedback provided by the system is confirmed. Finally, personalization positively impacts on user engagement, this way strengthening the empirical and theoretical groundings for work in adaptive systems. %M J.IWC.21.3.201 %T A survey of sketch-based 3-D modeling techniques %A Cook, Matthew T. %A Agah, Arvin %J Interacting with Computers %D 2009 %V 21 %N 3 %P 201-211 %K Human computer interaction; User interface; 3-D modeling; Interaction styles; Sketch-based modeling %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.05.004 %Y 1. Introduction 2. The practice of sketching 3. Why sketch-based modeling? 4. Sketch input 5. Sketch-based modeling methods 5.1. Gesture created primitives 5.2. Reconstruction 5.3. Height-fields and shape from shading 5.4. Deformation and sculpture 5.5. Blobby inflation 5.6. Contour curves and drawing surfaces 5.7. Stroke based constructions 6. Discussion %X As 3-D modeling applications transition from engineering environments into the hands of artists, designers, and the consumer market, there is an increasing demand for more intuitive interfaces. In response, 3-D modeling and interface design communities have begun to develop systems based on traditional artistic techniques, particularly sketching. Collectively this growing field of research has come to be known as sketch-based modeling, however the name belies a diversity of promising techniques and unique approaches. This paper presents a survey of current research in sketch-based modeling, including a basic introduction to the topic, the challenges of sketch-based input, and an examination of a number of popular approaches, including representative examples and a general analysis of the benefits and challenges inherent to each. %M J.IWC.21.3.212 %T Cultural cognition in usability evaluation %A Clemmensen, Torkil %A Hertzum, Morten %A Hornbæk, Kasper %A Shi, Qingxin %A Yammiyavar, Pradeep %J Interacting with Computers %D 2009 %V 21 %N 3 %P 212-220 %K Cultural differences; Thinking aloud; Usability; International systems development %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.05.003 %Y 1. Introduction 2. Cultural cognition 3. A simplified model of TA 4. The influence of culture on TA 4.1. Instructions and tasks 4.2. The user's verbalization 4.3. Reading the user 4.4. The overall relationship between user and evaluator 5. Discussion 5.1. Advice for practitioners doing TA tests 5.2. Implications for research on TA 6. Conclusion %X We discuss the impact of cultural differences on usability evaluations that are based on the thinking-aloud method (TA). The term 'cultural differences' helps distinguish differences in the perception and thinking of Westerners (people from Western Europe and US citizens with European origins) and Easterners (people from China and the countries heavily influenced by its culture). We illustrate the impact of cultural cognition on four central elements of TA: (1) instructions and tasks, (2) the user's verbalizations, (3) the evaluator's reading of the user, and (4) the overall relationship between user and evaluator. In conclusion, we point to the importance of matching the task presentation to users' cultural background, the different effects of thinking aloud on task performance between Easterners and Westerners, the differences in nonverbal behaviour that affect usability problem detection, and, finally, the complexity of the overall relationship between a user and an evaluator with different cultural backgrounds. %M J.IWC.21.3.221 %T Incorporating user motivations to design for video tagging %A van Velsen, Lex %A Melenhorst, Mark %J Interacting with Computers %D 2009 %V 21 %N 3 %P 221-232 %K Tagging; Motivation; Video platforms; User-centered design %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.05.002 %Y 1. Introduction 2. Theoretical background 2.1. Motivations to use the internet 2.2. Motivations to contribute user-generated content 2.3. Motivations to tag 3. Study overview 4. Study 1: eliciting user motivations to tag 4.1. Focus groups setup 4.2. Focus groups results 5. Study 2: ranking user motivations to tag 5.1. Case descriptions 5.2. Online survey setup 5.3. Online survey results 5.3.1. Demographics and Web 2.0 use 5.3.2. Watching and tagging videos: results from two cases 5.3.3. Personalization on the basis of tags 6. Discussion 6.1. Designing for tagging on video platforms 6.2. Representativeness of folksonomies 6.3. Personalization on the basis of user tags Appendix A. Online survey (translated from dutch) %X User video tagging can enhance the indexing of large collections of videos, or can provide the basis for personalizing output. However, before the benefits of tagging can be reaped, users must be motivated to provide videos with tags. This article describes a two-stage study that aimed at collecting the most important motivations for users to tag video material. First, focus groups with internet users were held to elicit all possible motivations to tag videos on the internet. Next, 125 persons ranked these motivations for two cases via an online survey and responded to statements that assessed their acceptance of personalized output, based on their tags. Motivations related to indexing appear to be far more important for people than motivations related to socializing or communication. Furthermore, people were moderately positive about personalized output, based on their tags. Finally, important user barriers to tagging are discussed. %M J.IWC.21.4.235 %T Look-ahead and look-behind shortcuts in large item category hierarchies: The impact on search performance %A Pardue, John Harold %A Landry, Jeffery Paul %A Kyper, Eric %A Lievano, Rodrigo %J Interacting with Computers %D 2009 %V 21 %N 4 %P 235-242 %K Look-ahead; Shortcuts; Lostness; Time on task %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.05.008 %Y 1. Introduction 2. Location breadcrumbs with look-ahead shortcuts 3. Research questions 4. Conceptual model 5. Methodology 6. Experimental results 7. Multivariate tests 7.1. Model specification 7.2. Overall test of significance 7.3. Model coefficients -- main effects 7.4. Conclusion: hypotheses H1a-H1d are rejected 7.5. Model coefficients -- interactions 7.6. Conclusion: hypotheses H2a and H2b are rejected 7.7. Summary of hypotheses tests 8. Conclusion 9. Implications and future work %X Websites use shortcuts to facilitate navigation of large hierarchies of item categories. Two common types of shortcuts used for this purpose are location breadcrumbs and down-to-child/up-to-parent links; frequently both are employed simultaneously. The combined used of these shortcuts provide proximal cues which enable the user to look-ahead and look-behind in the navigational structure. In this study, the impact of shortcut usage on search performance on a known-item search task is estimated. A controlled experiment was conducted using a realistic hypertext hierarchy of item categories. The results indicate that greater use of shortcuts decreases both time on task and lostness for the user, and that the decrease is associated with increased depth in the hierarchy. These findings provide insight into possible performance trade-offs involved in website designs that include look-ahead shortcuts for navigating large item category hierarchies. %M J.IWC.21.4.243 %T Technology for supporting web information search and learning in Sign Language %A Fajardo, Inmaculada %A Vigo, Markel %A Salmerón, Ladislao %J Interacting with Computers %D 2009 %V 21 %N 4 %P 243-256 %K Web accessibility; Deafness; Sign Language; Information search; e-Learning; Video Technology %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.05.005 %Y 1. Introduction 2. Information search on the WWW by means of Sign Language 2.1. Hyperlinking by means of Sign Language 2.2. Queries in Sign Language 3. Web learning in Sign Language 3.1. Bilingual (sign plus text) web sites 3.2. SL-only web sites 3.3. Towards a rational combination of SL and text 4. Taxonomy of techniques for Sign Language generation on the WWW 5. Conclusions Appendix A %X Sign Languages (SL) are underrepresented in the digital world, which contributes to the digital divide for the Deaf Community. In this paper, our goal is twofold: (1) to review the implications of current SL generation technologies for two key user web tasks, information search and learning and (2) to propose a taxonomy of the technical and functional dimensions for categorizing those technologies. The review reveals that although contents can currently be portrayed in SL by means of videos of human signers or avatars, the debate about how bilingual (text and SL) versus SL-only websites affect signers' comprehension of hypertext content emerges as an unresolved issue in need of further empirical research. The taxonomy highlights that videos of human signers are ecological but require a high-cost group of experts to perform text to SL translations, video editing and web uploading. Avatar technology, generally associated with automatic text-SL translators, reduces bandwidth requirements and human resources but it lacks reliability. The insights gained through this review may enable designers, educators or users to select the technology that best suits their goals. %M J.IWC.21.4.257 %T Error prevention in online forms: Use color instead of asterisks to mark required-fields %A Pauwels, Stefan L. %A Hübscher, Christian %A Leuthold, Stefan %A Bargas-Avila, Javier A. %A Opwis, Klaus %J Interacting with Computers %D 2009 %V 21 %N 4 %P 257-262 %K Online forms; Required-fields; Error prevention; User feedback; Interaction design %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.05.007 %Y 1. Introduction 1.1. Theoretical background 2. Method 2.1. Design 2.2. Participants 2.3. Apparatus and materials 2.4. Procedure 3. Results 4. Discussion %X In this study, a simple but important user interface design choice is examined: when marking required-fields in online forms, should GUI designers stick with the often used asterisk that many form design guidelines cite as the de-facto web standard, or should they choose a colored background as a new design solution to visually signal which input fields are required? An experiment with 24 participants was conducted to test the hypotheses that efficiency, effectiveness and satisfaction ratings of colored required-fields exceed those of asterisk-marked required-fields. Results indicate that colored required field marking leads to fewer errors, faster form fill-in and higher user satisfaction. %M J.IWC.21.4.263 %T A framework for evaluating the usability of mobile phones based on multi-level, hierarchical model of usability factors %A Heo, Jeongyun %A Ham, Dong-Han %A Park, Sanghyun %A Song, Chiwon %A Yoon, Wan Chul %J Interacting with Computers %D 2009 %V 21 %N 4 %P 263-275 %K Mobile usability; User interfaces; Usability evaluation; Evaluation framework %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.05.006 %Y 1. Introduction 1.1. Mobile user interfaces and tasks 1.2. Usability factors 1.3. Research problem 2. Research method 2.1. Collection and analysis of usability problems 2.2. Analysis of user interface design principles 2.3. Identification of evaluation items and strategy 3. Proposed evaluation framework 3.1. Hierarchical model of usability factors 3.2. Usability indicators 3.3. Usability criteria 3.4. Usability evaluation framework 4. Usability evaluation using the framework 4.1. Checklists for implementing the framework 4.2. Quantification of usability 4.3. Evaluation process using the framework 5. Evaluation and improvement of the framework 5.1. Method and results of case study 5.2. Improvement of the framework 6. Concluding remarks %X As a mobile phone has various advanced functionalities or features, usability issues are increasingly challenging. Due to the particular characteristics of a mobile phone, typical usability evaluation methods and heuristics, most of which are relevant to a software system, might not effectively be applied to a mobile phone. Another point to consider is that usability evaluation activities should help designers find usability problems easily and produce better design solutions. To support usability practitioners of the mobile phone industry, we propose a framework for evaluating the usability of a mobile phone, based on a multi-level, hierarchical model of usability factors, in an analytic way. The model was developed on the basis of a set of collected usability problems and our previous study on a conceptual framework for identifying usability impact factors. It has multi-abstraction levels, each of which considers the usability of a mobile phone from a particular perspective. As there are goal-means relationships between adjacent levels, a range of usability issues can be interpreted in a holistic as well as diagnostic way. Another advantage is that it supports two different types of evaluation approaches: task-based and interface-based. To support both evaluation approaches, we developed four sets of checklists, each of which is concerned, respectively, with task-based evaluation and three different interface types: Logical User Interface (LUI), Physical User Interface (PUI) and Graphical User Interface (GUI). The proposed framework specifies an approach to quantifying usability so that several usability aspects are collectively measured to give a single score with the use of the checklists. A small case study was conducted in order to examine the applicability of the framework and to identify the aspects of the framework to be improved. It showed that it could be a useful tool for evaluating the usability of a mobile phone. Based on the case study, we improved the framework in order that usability practitioners can use it more easily and consistently. %M J.IWC.21.4.276 %T Reducing working memory load in spoken dialogue systems %A Wolters, Maria %A Georgila, Kallirroi %A Moore, Johanna D. %A Logie, Robert H. %A MacPherson, Sarah E. %A Watson, Matthew %J Interacting with Computers %D 2009 %V 21 %N 4 %P 276-287 %K Spoken dialogue systems; Cognitive ageing; Working memory; Processing speed; Usability; Universal design %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.05.009 %Y 1. Introduction 2. Background 2.1. Adapting SDS to older users 2.2. Effects of cognitive ageing on usability 2.2.1. Confounder 1: modality 2.2.2. Confounder 2: task demands 3. Aims and design 4. Method 4.1. Cognitive tests 4.2. Wizard-of-Oz simulation 4.3. Questionnaire 4.4. Tasks 4.5. Participants 5. Results 5.1. Effectiveness 5.2. Efficiency 5.3. Satisfaction 6. Discussion 7. Conclusions and future work Appendix A. The Questionnaire A.1. Achieving your goal A.2. Communication with the system A.3. System behaviour A.4. Dialogue A.5. Personal assessment A.6. Usability of the system %X We evaluated two strategies for alleviating working memory load for users of voice interfaces: presenting fewer options per turn and providing confirmations. Forty-eight users booked appointments using nine different dialogue systems, which varied in the number of options presented and the confirmation strategy used. Participants also performed four cognitive tests and rated the usability of each dialogue system on a standardised questionnaire. When systems presented more options per turn and avoided explicit confirmation subdialogues, both older and younger users booked appointments more quickly without compromising task success. Users with lower information processing speed were less likely to remember all relevant aspects of the appointment. Working memory span did not affect appointment recall. Older users were slightly less satisfied with the dialogue systems than younger users. We conclude that the number of options is less important than an accurate assessment of the actual cognitive demands of the task at hand. %M J.IWC.21.4.288 %T UbiCicero: A location-aware, multi-device museum guide %A Ghiani, Giuseppe %A Paternò, Fabio %A Santoro, Carmen %A Spano, Lucio Davide %J Interacting with Computers %D 2009 %V 21 %N 4 %P 288-303 %K Mobile guides; Multi-device adaptation; Location-awareness; Interactive games in museums; User interface software and technology %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.06.001 %Y 1. Introduction 2. Related work 3. The mobile guide 3.1. Location-awareness 3.2. Adaptive support 3.3. Games 3.3.1. Individual games 3.3.2. Cooperative games 4. Exploiting multi-device environments 5. Software architecture 5.1. Museum definition 5.2. Localisation 5.2.1. RFID technologies 5.2.2. Our RFID configuration 5.3. Core 5.3.1. Event logger 5.3.2. DB access interface 5.3.3. Communication functions 5.4. User model 5.5. Visit 5.6. Games 6. Customisation facilities 7. Evaluation 8. Conclusions and future work %X In this paper, we propose UbiCicero, a multi-device, location-aware museum guide able to opportunistically exploit large screens when users are nearby. Various types of games are included in addition to the museum and artwork descriptions. The mobile guide is equipped with an RFID reader, which detects nearby tagged artworks. By taking into account context-dependent information, including the current user position and behaviour history, as well as the type of device available, more personalised and relevant information is provided to the user, enabling a richer overall experience. We also present example applications of this solution and then discuss the results of first empirical tests performed to evaluate the usefulness and usability of the enhanced multi-device guide. %M J.IWC.21.4.304 %T An integrative approach to requirements analysis: How task models support requirements reuse in a user-centric design framework %A Montabert, Cyril %A McCrickard, D. Scott %A Winchester, Woodrow W. %A Pérez-Quiñones, Manuel A. %J Interacting with Computers %D 2009 %V 21 %N 4 %P 304-315 %K Requirements engineering; Task modeling; Reuse; Critical parameters %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.06.003 %Y 1. Introduction 2. Background and related work 3. An integrative approach to engineering requirements 3.1. Critical-parameter-based task models for requirements capture 3.2. Critical-parameter-based task models as a reuse catalyst 3.3. Reuse-centric and user-centric requirements analysis 4. A reuse-centric and user-centric infrastructure for engineering requirements 4.1. Scenario-based domain analysis 4.2. Task-modeling activity 5. Validation through user evaluations 5.1. Feasibility study 5.1.1. Method 5.1.2. Results 5.2. Benefits assessment survey 5.2.1. Method 5.2.2. Results 5.3. Findings 6. Conclusions and future work %X Many software systems fail to address their intended purpose because of a lack of user involvement and requirements deficiencies. This paper discusses the elaboration of a requirements-analysis process that integrates a critical-parameter-based approach to task modeling within a user-centric design framework. On one hand, adapting task models to capture requirements bridges the gap between scenarios and critical parameters which benefits design from the standpoint of user involvement and accurate requirements. On the other hand, using task models as a reusable component leverages requirements reuse which benefits design by increasing quality while simultaneously reducing development costs and time-to-market. First, we present the establishment of both a user-centric and reuse-centric requirements process along with its implementation within an integrated design tool suite. Secondly, we report the design, procedures, and findings of two user studies aimed at assessing the feasibility for novice designers to conduct the process as well as evaluating the resulting benefits upon requirements-analysis deliverables, requirements quality, and requirements reuse. %M J.IWC.21.4.316 %T Private whispers/public eyes: Is receiving highly personal information in a public place stressful? %A Little, Linda %A Briggs, Pam %J Interacting with Computers %D 2009 %V 21 %N 4 %P 316-322 %K Privacy; Technology; Public places; Stress %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.06.002 %Y 1. Introduction 2. Method 2.1. Participants 2.2. Materials and apparatus 2.3. Procedure 2.3.1. Prior to recruitment 2.3.2. Lab based testing 3. Results 4. Physiological measures 4.1. Heart rate 4.2. Galvanic skin response (GSR) 4.3. Subjective Measures 4.3.1. Ratings for privacy of device 4.3.2. Clarity of screen information 4.3.3. Attitude towards each device 5. Discussion %X The use of technology to access personal information in public places is increasingly common, but can these interactions induce stress? Sixty-eight participants were led to believe that extremely sensitive personal information would be displayed via either a public or personal handheld device in isolated or crowded (in the presence of strangers) conditions. Stress responses were taken in terms of heart rate, galvanic skin response and subjective ratings. As anticipated, participants showed stronger stress reactions in the crowded rather than the isolated conditions and also experienced greater stress when the information was presented on a public screen in comparison to a personal handheld device. Implications for the design of public/private information systems are discussed. %M J.IWC.21.5/6.323 %T Special memorial issue to Brian Shackel: A dedication %S Special Issue Papers Section %J Interacting with Computers %D 2009 %V 21 %N 5/6 %P 323 %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.05.001 %M J.IWC.21.5/6.324 %T In Memoriam Brian Shackel 1927-2007 %S Special Issue Papers Section %A Day, Donald %A Lindgaard, Gitte %A Noyes, Jan %J Interacting with Computers %D 2009 %V 21 %N 5/6 %P 324 %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.04.003 %M J.IWC.21.5/6.325 %T Designing for people in the age of information %S Special Issue Papers Section %A Shackel, Brian %J Interacting with Computers %D 2009 %V 21 %N 5/6 %P 325-330 %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.04.006 %Y 1. Introduction 1.1. Aims 1.2. Growth of the technology 2. The Information Age 2.1. Introduction 2.2. What is information technology (IT) 2.3. The importance of the human factors issues 3. Some immediate questions 3.1. Research gaps and needs 3.2. Design procedures 4. Some longer term questions 4.1. The passing of paper? 4.2. The reduction of writing? 4.3. The victory of voice? 4.4. The wired society? 4.5. The expert in the system? 5. Conclusions %X Some characteristics of the Information Age and the importance of human factors issues are outlined. Immediate questions for the next 7 years or so are discussed, including nine substantive areas needing research (from a recent survey) and the development and better implementation of design procedures. Longer term questions discussed are -- the passing of paper, the reduction of writing, the victory of voice, the wired society and the expert in the system. Finally, some of the important broader issues are mentioned and the need for synergy by human and information engineers is emphasised. %M J.IWC.21.5/6.331 %T Back to the future: A retrospective on early predictions %S Special Issue Papers Section %A Beale, Russell %J Interacting with Computers %D 2009 %V 21 %N 5/6 %P 331-334 %K Retrospective; Brian Shackel; Information age; Research questions; Design; Usability; HCI; Social perspectives %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.03.002 %Y 1. Setting the stage 1.1. Technology and culture in the mid-80s 1.2. Conspicuous by its absence 2. Enter the information age 3. Research needs 4. Design issues 5. Longer term questions 5.1. The passing of paper 5.2. Browsing 5.3. Voice 5.4. The wired society 5.5. The expert 6. His conclusions and mine %X Professor Brian Shackel's paper "Designing for People in the Age of Information" was published in 1984. In his paper, Shackel looked ahead to the research areas that he considered important and makes some predictions for the future. This paper provides a current perspective on his views, assessing which areas he successfully predicted and which he did not, and contextualising his work in the field that he significantly shaped. %M J.IWC.21.5/6.335 %T Telescreens, keypens, and the expert: A 60 year snapshot %S Special Issue Papers Section %A Noyes, Jan %J Interacting with Computers %D 2009 %V 21 %N 5/6 %P 335-338 %K HCI (human-computer interaction); Ergonomics; Information; Technology %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.02.001 %Y 1. INTERACT '84 2. The Age of Information 3. Predicting the future 4. Designing for people 5. Long term questions 6. Conclusions %X Brian Shackel was responsible for initiating the first international conference on human-computer interaction, INTERACT '84. This was in the same year to which George Orwell referred in the now-classic book, Nineteen Eighty-Four. Both texts share the common theme of being concerned with information and its effects on the individual. In Professor Shackel's paper (the focus here), both aspects are considered over a 60-year lifespan -- with a particular emphasis on his interest on "Designing for People in the Age of Information". This keynote address at the INTERACT conference is reviewed and the accuracy of his many predictions for the future considered. It is concluded that despite Professor Shackel's preoccupation with designing for humans some quarter of a century ago, there still is much work to do. %M J.IWC.21.5/6.339 %T Usability -- Context, framework, definition, design and evaluation %S Special Issue Papers Section %A Shackel, Brian %J Interacting with Computers %D 2009 %V 21 %N 5/6 %P 339-346 %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.04.007 %Y 1. Introduction 2. Usability context -- the acceptability equation 3. Usability framework and criteria 4. Usability definition 4.1. Setting usability goals 4.2. Specifying usability attributes 5. Usability design -- process and precepts 6. Usability evaluation 6.1. Evaluation bases 6.2. Evaluation procedures 7. Conclusions %M J.IWC.21.5/6.347 %T A test-first view of usability %S Special Issue Papers Section %A Kay, Judy %J Interacting with Computers %D 2009 %V 21 %N 5/6 %P 347-349 %K Ergonomics; Pervasive; Test-first; Usability evaluation %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.03.003 %Y 1. Introduction 2. HCI in 1991 3. Ideas from this paper in subsequent and emerging HCI 3.1. Test-first and iterative design 3.2. On-going research into usability test methods 3.3. The web and consumer interfaces and personalisation 3.4. Dynamic or personalised usability 4. Conclusions %X The foundations of usability evaluation were being established in the early 1990s. In this context, "Usability -- Context, Definition, Design and Evaluation" built upon Brian Shackel's earlier influential work -- work that helped define the notion of usability. In this paper, he established key dimensions of usability as well as approaches to integrating the testing of these dimensions, within the whole process of setting requirements. Essentially he argued for usability design as part of the system design process. This commentary describes the context of Professor Shackel's paper and reviews the influential ideas that appear in much subsequent work. %M J.IWC.21.5/6.350 %T Early traces of usability as a science and as a profession %S Special Issue Papers Section %A Lindgaard, Gitte %J Interacting with Computers %D 2009 %V 21 %N 5/6 %P 350-352 %K Usability; Design; Evaluation; User satisfaction %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.03.006 %Y 1. Introduction 2. Usability around 1990 3. Usability as a science 4. Definition and evaluation of usability 5. Usability as a profession 6. Concluding remarks %X Shackel's paper [Shackel, B., 1991. Usability -- context, framework, definition, design and evaluation. In: Shackel, B., Richardson, S. (Eds.), Human Factors for Informatics Usability. Cambridge University Press, Cambridge, UK] is reviewed in an attempt to assess his contribution to the development of usability as a science and as a profession. Usability related research is first situated in the period around 1990. The contributions to usability as a science then are addressed via Professor Shackel's definition and evaluation of usability. Finally, his contribution toward usability as a profession is acknowledged via his view of usability in the light of wider business goals. %M J.IWC.21.5/6.353 %T Human-computer interaction -- Whence and whither? %S Special Issue Papers Section %A Shackel, Brian %J Interacting with Computers %D 2009 %V 21 %N 5/6 %P 353-366 %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.04.004 %Y 1. Introduction 2. Background and progenitors 2.1. Human-oriented disciplines 2.2. Computer-oriented disciplines 3. Changes in computing and the growth of HCI problems 4. Beginnings of HCI (1950-1970) 5. Foundations of HCI (1970-1985) 6. Development of HCI (1980-1995) 6.1. Growth in journals, books, and society groups 6.2. Growth of papers at conferences and in the HILITES database 6.3. The stimulus of funding programs 7. Continuities from the past and perspectives into the future 7.1. From system supremacy to personal empowerment 7.2. From multi-access to the Internet 7.3. From augmentation to electronic journals 7.4. And to CSCW, hypertext, and digital libraries 7.5. From system design to interface usability and back again 7.6. Other issues towards the future 8. Conclusions %X In this article, an overview is presented of the growth of work in human-computer interaction (HCI) over the last 40 years. Inevitably much must be omitted, but the referenced papers may fill some of the gaps. Various formative influences and contributing disciplines are noted. Aspects of research and human factors knowledge are prominent, but attention is also given to technology, applied problems, and design for usability. Finally, after summarizing the growth in three age-group partitions, some of the major threads of development are noted under the heading of continuities from the past and perspectives into the future. %M J.IWC.21.5/6.367 %T Inventing HCI: The grandfather of the field %S Special Issue Papers Section %A Dillon, Andrew %J Interacting with Computers %D 2009 %V 21 %N 5/6 %P 367-369 %K History; Brian Shackel; Foundations; Review %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.03.004 %Y 1. Recruiting Brian Shackel 2. The background that fit 3. And, a personality to match 4. The times, they were a changing 5. The progress of HCI 6. A human factors strategy 7. The future 8. In retrospect 9. Conclusion %X Brian Shackel is considered by many to be the grandfather of the field of human-computer interaction. The present paper provides a commentary to Shackel's seminal (1997) paper on the field, "HCI: Whence and Whither" with accompanying observations of his life's work and intellectual contributions. %M J.IWC.21.5/6.370 %T Brian Shackel's contribution to the written history of Human-Computer Interaction %S Special Issue Papers Section %A Grudin, Jonathan %J Interacting with Computers %D 2009 %V 21 %N 5/6 %P 370-374 %K History; Human-Computer Interaction; Human factors and ergonomics %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.03.005 %Y 1. Introduction 2. Multiple objectives 3. The humans and the computers varied with time and place 4. The UK and divergent North American foci 5. Discretion 6. Research drivers 7. 'Whence?' A summary of Brian Shackel's review of the past 8. HCI and professional organizations 9. HCI Issues in 1996 10. 'Whither?' The hazards of forecasting the future 11. Conclusion %X In 1997, Brian Shackel published the article "Human-Computer Interaction -- Whence and Whither?" In this early foray into historical reflection on the field, past work is covered with a focus on identifying European contributions, issues of particular contemporary interest are explored, and a set of 10-year predictions are offered. In this essay, from a vantage-point of an additional decade of history, insights of lasting value that Professor Shackel was uniquely positioned to glean are identified. His work is placed in the broader context now available, and an always-useful reminder of the difficulty of anticipating future events is provided. %M J.IWC.21.5/6.375 %T Brian Shackel (1927-2007) %S Special Issue Papers Section %A Eason, Ken %J Interacting with Computers %D 2009 %V 21 %N 5/6 %P 375-376 %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.04.001 %M J.IWC.21.5/6.377 %T CV: B Shackel, MA (Cantab), HonDTech, FBPsS, HonFErgSoc, FHF and ES, C Psychol %S Special Issue Papers Section %J Interacting with Computers %D 2009 %V 21 %N 5/6 %P 377-384 %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.04.005 %M J.IWC.21.5/6.385 %T Understanding factors affecting trust in and satisfaction with mobile banking in Korea: A modified DeLone and McLean's model perspective %S Regular Papers %A Lee, Kun Chang %A Chung, Namho %J Interacting with Computers %D 2009 %V 21 %N 5/6 %P 385-392 %K DeLone and McLean's IS success model; Mobile banking; Customer satisfaction; Trust; Quality %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.06.004 %Y 1. Introduction 2. Theoretical backgrounds 3. Research model and hypotheses 3.1. Trust and customer satisfaction 3.2. System quality 3.3. Information quality 3.4. Interface design quality 4. Research methodology 4.1. Measures 4.2. Data collection procedure 5. Analysis and findings 5.1. Analysis method 5.2. Measurement model 5.3. Structural model 6. Discussion and implications 7. Concluding remarks %X As mobile technology has developed, mobile banking has become accepted as part of daily life. Although many studies have been conducted to assess users' satisfaction with mobile applications, none has focused on the ways in which the three quality factors associated with mobile banking -- system quality, information quality and interface design quality -- affect consumers' trust and satisfaction. Our proposed research model, based on DeLone and McLean's model, assesses how these three external quality factors can impact satisfaction and trust. We collected 276 valid questionnaires from mobile banking customers, then analyzed them using structural equation modeling. Our results show that system quality and information quality significantly influence customers' trust and satisfaction, and that interface design quality does not. We present herein implications and suggestions for further research. %M J.IWC.21.5/6.393 %T Using the Internet: Skill related problems in users' online behavior %S Regular Papers %A van Deursen, Alexander J. A. M. %A van Dijk, Jan A. G. M. %J Interacting with Computers %D 2009 %V 21 %N 5/6 %P 393-402 %K Digital skills; Computer literacy; Information literacy; Digital inequality; Digital divide %* (c) Copyright 2009 Elsevier B.V. %W http://dx.doi.org/10.1016/j.intcom.2009.06.005 %Y 1. Introduction 2. Internet skill definitions and research questions 2.1. Operational Internet skills 2.2. Formal Internet skills 2.3. Information Internet skills 2.4. Strategic Internet skills 2.5. Research questions 3. Method 3.1. Subjects 3.2. Methods of data collection 3.3. Performance test assignments 3.4. Coding scheme 3.5. Technical specifications 4. Results 4.1. Operational Internet skill related problems 4.2. Formal Internet skill related problems 4.3. Information Internet skill related problems 4.4. Strategic Internet skill related problems 5. Discussion 5.1. Relevance of results 5.2. Future work 5.3. Limitations 6. Conclusions Appendix A. The assignments A.1. Operational skill assignments A.1.1. Assignment 1. (max. 12 min) A.1.2. Assignment 2. (max. 8 min) A.2. Formal skill assignments A.2.1. Assignment 3. (max. 10 min) A.2.2. Assignment 4. (max. 10 min) A.3. Information skill assignments A.3.1. Assignment 5. Parking (max. 12 min) A.3.2. Assignment 6. Theft (max. 12 min) A.3.3. Assignment 7. Salary (max. 12 min) A.4. Strategic skill assignments A.4.1. Assignment 8. Salary (max. 12 min) A.4.2. Assignment 9. Elections (max. 30 min) Appendix B. The coding scheme %X This study extends the conventional and superficial notion of measuring digital skills by proposing definitions for operational, formal, information and strategic skills. The main purpose was to identify individual skill related problems that users experience when navigating the Internet. In particular, lower levels of education and aging seem to contribute to the amount of experienced operational and formal skill related problems. With respect to information skills, higher levels of education seem to perform best. Age did not seem to contribute to information skill related problems. Results did reveal that age had a negative effect on selecting irrelevant search results. Individual strategic Internet skill related problems occurred often, with the exception of subjects with higher levels of education. Younger subjects experienced far less operational and formal skill related problems, but there was no difference regarding information and strategic skill related problems.